-
Notifications
You must be signed in to change notification settings - Fork 253
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Save/Load corruption bug for native Linux #7
Comments
Can you verify that this bug still exists once the source has been compiled? We fixed a bunch of bugs that never made it into release. I'll try to find the list we had. |
Do you have the official build instructions I should follow for Linux? Once its built, I can make a duplicate of the D3 Steam directory, and replace the binary executable with the GitHub version to test on the Steam Deck. |
I think for my reported tickets, there should be a Steam label just to track, I found this issue from Steam version and not from this repo. |
If you can test and verify the bug exists in source, then leave it be. If it's not reproducible, close it. We should not be tracking steam version bugs. |
Agreed, I meant more that the label to mark 'bug' issues not being related to this repo, I have no doubt others will also post here bugs they found on Steam D3 version. |
I can see how that could cause confusion. Label created and applied. |
This issue does exist. I am playing level 1, saved a few times, used some cheats, save again. So in the terminal a lot of these messages Then what I caught in GDB: Stacktrace |
@kevinbentley No more crash, my save file loads, ship restores to the right place, gameplay seems normal, I am not sure how to verify all the information without some kind of compare log between memory states. Poking you, if it make sense that cellnum should be wrapping around on the terrain table. Edit: so I noticed the terrain segment isn't null, but has some non-zero memory address, then printed the cellnum value, and noticed it way beyond the table's memory range, so no longer it was crashing. I would like to investigate more on why the cellnum went beyond the range anyways. I found the cellnum mask: #define ROOMNUM_CELLNUM_MASK 0x7fffffff |
Is this resolved or just partially resolved? |
I don't feel it is resolved, only found a simple way to avoid the crash. It is going to take time to figure out a better solution since it doesn't affect Windows builds. |
closer to the issue here:
|
here is a dump of read room numbers from the object file |
I applied the 16-bit mask to all of the terrain cell calls, but I cannot open the first door in level 2 after loading my problematic save file. |
Can you share your compiled Descent3 binary with saved game fixed? |
I have not fixed the issue but only prevent crashing with a hack, still investigating. |
How to reproduce:
The text was updated successfully, but these errors were encountered: